DayZ 1.30
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◆ ProcessActionRequestEnd()

void ActionManagerClient::ProcessActionRequestEnd ( )
inlineprotected

См. определение в файле ActionManagerClient.c строка 347

348 {
350 {
351 if (g_Game.IsMultiplayer() && !m_CurrentActionData.m_Action.IsLocal())
352 {
353 if (!m_ActionWantEndRequest_Send && ScriptInputUserData.CanStoreInputUserData())
354 {
355#ifdef ENABLE_LOGGING
356 if (LogManager.IsActionLogEnable())
357 {
358 Debug.ActionLog("STS = " + m_Player.GetSimulationTimeStamp(), m_CurrentActionData.m_Action.ToString() , "n/a", "EndRequest", m_CurrentActionData.m_Player.ToString());
359 }
360#endif
361 ScriptInputUserData ctx = new ScriptInputUserData;
363 ctx.Send();
364
366
369 }
370 }
371 else
372 {
375 }
376 }
377 }
const int INPUT_UDT_STANDARD_ACTION_END_REQUEST
ref ActionData m_CurrentActionData
Определения ActionManagerBase.c:61
bool m_ActionWantEndRequest
Определения ActionManagerBase.c:52
string Debug()
Определения CachedEquipmentStorageBase.c:26
DayZGame g_Game
Определения DayZGame.c:4074
DayZPlayer m_Player
Определения Hand_Events.c:42
PlayerBase m_Player
Определения ActionBase.c:40
ref ActionBase m_Action
Определения ActionBase.c:34
bool m_ActionWantEndRequest_Send
Определения ActionManagerClient.c:22
proto native void Send()
proto bool Write(void value_out)

Перекрестные ссылки Debug::ActionLog(), ScriptInputUserData::CanStoreInputUserData(), g_Game, INPUT_UDT_STANDARD_ACTION_END_REQUEST, LogManager::IsActionLogEnable(), m_ActionWantEndRequest, m_ActionWantEndRequest_Send, m_CurrentActionData, m_Player, ScriptInputUserData::Send() и Serializer::Write().

Используется в Update().